Alblaka wrote:Just noticed bp is present in crewBlueprints as well, thus it's either multi-functional or not related to weapon priority order.
Effectively, BluePrint itself would be the most common meaning of bp, but I still have no idea what it's used for.
@Retro: Jup.
Ah great, was a big fan of both IC and IC2. Looking forward to anything you have planned here
Alblaka wrote:Just noticed bp is present in crewBlueprints as well, thus it's either multi-functional or not related to weapon priority order.
Effectively, BluePrint itself would be the most common meaning of bp, but I still have no idea what it's used for.
@Retro: Jup.
I don't think it has to do something with the Blueprint itself, maybe it has to do with how much damage it does to the crew?
Could be a possibility because if it is in the crewBlueprints and Blueprints then it has to do with the crew.
I'll do some tests, lemme see if that is what it does.
Nope, damage to crew is handled by, omigosh, <crewDamage>.
To be exact, damage to crewmen is calculated by 15 * (damage+crewDamage).
I'm pretty sure bp is some sort of 'ranking'. More powerful weapons seem to have a higher bp, as well human's have a lower bp then f.e. crystals. Eventually it's an indicator for AI to consider weapons and crewmen differently valuable (f.e. whilst being boarded it will always try hold back Zoltan's and Engi's if other classes are avaible. Could be a hardcoded AI script, though...)
Alblaka wrote:Nope, damage to crew is handled by, omigosh, <crewDamage>.
To be exact, damage to crewmen is calculated by 15 * (damage+crewDamage).
I'm pretty sure bp is some sort of 'ranking'. More powerful weapons seem to have a higher bp, as well human's have a lower bp then f.e. crystals. Eventually it's an indicator for AI to consider weapons and crewmen differently valuable (f.e. whilst being boarded it will always try hold back Zoltan's and Engi's if other classes are avaible. Could be a hardcoded AI script, though...)
Maybe it has to do with what weapon is used first?
It's just a big mystery right now.
If you see some errors, please point them out to me!
I try to fix my tutorial as quick as I can, I'll probably rewrite it or make it easier to follow later.
Justin wrote:It's a little more complicated than this but:
- BP does nothing. It was from our abandoned customization idea.
- Ship's system power is selected between their "power" and "max" levels based on the sector it's in (+ other factors). i.e. at sector 1 it's likely to use the "power" amount and at sector 8 it's likely to use the "max" amount.
Justin wrote:It's a little more complicated than this but:
- BP does nothing. It was from our abandoned customization idea.
- Ship's system power is selected between their "power" and "max" levels based on the sector it's in (+ other factors). i.e. at sector 1 it's likely to use the "power" amount and at sector 8 it's likely to use the "max" amount.
Thanks for the info, I'll edit my initial post as soon as possible.
tellreded wrote:So, literally every time I mod a weapon, It will give me an error, like either the runtime has terminated the program in an unusual way. plox halp? I tried multiple ways to repack it but nothing is working. I even tried the fed retreat mod and it worked fine.
I'm getting exactly the same error when I try to edit weapons and stuff in .dat files.
I followed the guide to the letter and got this error
Error Message wrote:Microsoft Visual C++ Runtime Library
tellreded wrote:So, literally every time I mod a weapon, It will give me an error, like either the runtime has terminated the program in an unusual way. plox halp? I tried multiple ways to repack it but nothing is working. I even tried the fed retreat mod and it worked fine.
I'm getting exactly the same error when I try to edit weapons and stuff in .dat files.
I followed the guide to the letter and got this error
Error Message wrote:Microsoft Visual C++ Runtime Library
I just tried 2 things...
1. I tried what the guide tells you to do as I did before and it didn't work, then I restored the original .dat files.
2. I tried to do it useing the stats for the BEAM_1 weapon and called it BEAM_11 instead, boosted the stats a bit, but that didn't work either.... Got exactly the same error.